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Tournament Anagrams Rules (2004)
Two players alternate drawing tiles at random and forming words,
earning points for each word.
- One game timer set to standard Scrabble settings
- One set of 100 standard Scrabble tiles
- A scoresheet and pen for each player
Determine at random which player plays first.
Agree on a minimum length for playable words.
Place all 100 tiles face down and shuffle them, forming the reserve.
To begin, the pool and tableau are empty.
Set the clock to 25 minutes per player.
Each player starts with 0 points.
Each turn consists of the following steps, performed in the following order:
Player may challenge the word made by opponent on the previous turn.
To do so, s/he neutralizes the clock and has an adjudicator
consult a word reference.
If the word is acceptable, player loses two points.
If the word is unacceptable, opponent undoes his play and loses two points.
If the word was improperly formed, e.g., it was too short, or
it was an anagram of an old word with no added letters, the
challenge is automatically successful.
Player may correct a scoring error made by the opponent on the previous
turn. To do so, s/he neutralizes the clock and announces the correct
score. If both players agree that an error has been made, opponent
corrects his/her score, and player adds the absolute magnitude of the
error to his/her own score.
Player turns one of the tiles in the reserve over, and adds it to
If player turns over more than one tile, the clock is neutralised
while opponent chooses which tile goes in the pool, the rest being
returned to the reserve.
Blank tiles are wildcards, whose value may be redesignated each time
they are used.
Player may make a word whose length is at least the
agreed upon minimum, and move it to the tableau.
The letters in the word may be gathered in one of three ways:
by taking them all from the pool;
by taking all of the letters in one word already on the tableau
and adding one or more letters from the pool; or
by taking all of the letters from two or more words on the tableau,
and adding zero or more letters from the pool.
If player made a word, player announces the score for that word.
Each pair of adjacent letters that is present in the new word
and was not present in any old word whose letters were used scores
one point. If the same pair of adjacent letters appears more times
in the new word than it did in old word(s), then score one point
for each additional occurrence of that pair.
For example, ATTAR+R = TARTAR scores one point each for the RT,
the second TA, and the second AR, for a total of three points.
Forming TARTAR straight from the pool would score five points,
one for each of TA, AR, RT, TA and AR.
Player presses the button on the clock that stops player's clock
and start's opponent's clock.
Before doing so, player may change his/her mind about which play
to make and how much it scored.
After hitting the clock, s/he may not do so.
The game ends when the reserve is empty, and each player has completed
a turn without making a word.
If a player has used more than 25 minutes of clock time, then s/he
loses one point per overtime minute or part thereof.
The player with the higher final score wins.
If the scores are equal, the players tie.